http://www.vionline.com/sound.html http://www.stonewashed.net/2.html http://pyopengl.sourceforge.net/documentation/manual/glutEnterGameMode.3GLUT.html 12:17 <@schmorp> i do list all libs manually for pclient 12:17 <@schmorp> will have to do that for gce too 12:17 <@schmorp> remind me of it 12:17 <@schmorp> qwhen i next bundle it - IMPORTANT: Event: '?? cfplus:1856' died and then $Event::DIED died with: Can't use an undefined value as a HASH reference at /localvol/root/src/CFClient/blib/lib/CFClient/Protocol.pm line 579. - IMPORTANT: re-design inventory (sort order, _sense magic_ and _cursed_ should be shown visually!) - skill page in playerbook - enable autopickup/disable in right-click menĂ¼ for map - help window close button - floorbox should show currently open container - make simple inventory filters: most recently added/changed, normal, only unlocked - binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!! - minor: skill list which shows XP and lets u bind stuff - Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. (after starting, press quit) - use more graphical frames/separators to make dialogs more eye-pleasing/clean. - show stat changes in statusbox should be solved/investigated before 1.0 release: - mapmap (overview) - scroll visible area by clicking/dragging - binding window and editor layout broken for long recordings - maybe open the help viewer on the first start, or a simple dialog that initially lists keybidings for gcfclient converts. - maybe support mb4/mb5 on selected widgets to facilitate scrolling (inventory, spell list, messge log...) => marc - maybe the topmost fancyframe border should be larger (for close button and title to be more visible?) - but fullscreen => minimize (alt-esc) => no way to go back [windows] - spell list => scroll down => "Pickup" => scrollbar not updated - what happened to the dialog being shown when modifiera are pressed, showing keybindings for this modifier? - add menu itemds for inventory items for UNcommon actions: mark/inscribe etc. post-1.0: - when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively affect neighbouring visible pixels (border bleeding). - examine etc., should use extendeddrawinfo or sth. similar - player list from server for tell etc. commands - save only dirty cached maps, and save dirty maps != current map - look into extendedmapinfo - completer should know more about arguments, e.g. cast summon pet monster, or that some commands do not take arguments ("drop all"). - sliders do not change size after reconfigure. - enter runmode when cursor-key repeats (maybe not?) - cairo/win32 looks like shit (premultiplied alpha bug?) (despite horrendous efforts, this is likely not fixable except by building a custom libcairo for win32). (update: disabled antialiasing, this looks bad, but much better than antialiasing) - maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). - performance: use texture collections for upstream server data instead if gobs of small textures. TEMPORARY SERVER TODO: - palyer peaceful setting should be independen of game peaceful setting (i.e. one should be able to become hostile against guards but still be peaceful - the palyer peaceful would be toggled by priests and shown in who, the game peaceful steting would be toggled by the peaceful command but not otherwise shown). - pippij wants playerstealing to work between hostile players - attempt_jump tries to kick jumped-into monster,s but doesn't work - 1) If you hide, and someone can see you trying to hide, you'll get a message, even when you can't see that other person. - 2) hiding exp is always 1, independant of how difficult it is to hide - 3) jumping into monsters does no damage, even though it's supposed to be an attack (mentioned before). You also get no exp for this - 10) (feature request): bug/typo/idea commands to automatically log your comments, with the mentioning of the current map (and perhaps an item, if you do 'bug '). set_face 4783 => 70 libpng warning: Ignoring gAMA chunk with gamma=0 allocating id 71 OK set_face 4782 => 71 libpng warning: Ignoring gAMA chunk with gamma=0 allocating id 72 OK set_face 4781 => 72 libpng warning: Ignoring gAMA chunk with gamma=0 allocating id 73 OK set_face 4784 => 73 libpng warning: Ignoring gAMA chunk with gamma=0 To achieve a more complete blending, you can have your drawing engine rasterize each transparent object more than once, altering in each pass the blending mode, object alpha channel, and buffer write masks. The first pass should perform RGB blending. Accordingly, you should disable writing any alpha channel or z buffer data during this pass. /*first pass*/ glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/ glDepthMask(FALSE); /*disable Z buffer*/ if (premultpliedTransparency) glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); else glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); /*render the object here*/ On the second pass, you should set the frame buffer alpha channel value to (1- a s )(1- a d ). To do this, you need to render the object again, with a different alpha value, as follows: /*second pass*/ glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/ glDepthMask(FALSE); /*disable Z buffer*/ glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO); /*render the object with alpha replaced with 1-a*/ Finally, the third pass should replace the value in the alpha channel with the final value 1-((1- a s )(1- a d )). To do this, you need to render the object again, with its alpha value set to 1, as follows: /*third pass*/ glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/ glDepthMask(TRUE); /*enable Z buffer*/ glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO); /*render the object with alpha replaced with 1*/